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SMITHSONIAN INSTITUTION LEMELSON CENTER FOR THE STUDY OF INVENTION AND INNOVATION Stephen (Steve) “Slug” Russell Transcript of an interview conducted by Christopher Weaver At Computer History Museum Mountain View, California, USA on 8 January 2017 with subsequent additions and corrections For additional information, contact the Archives Center at 202-633-3270 or [email protected] All uses of this manuscript are covered by an agreement between the Smithsonian Institution and Stephen Russell, dated January 8, 2017. For additional information about rights and reproductions, please contact: Archives Center National Museum of American History Smithsonian Institution MRC 601 P.O. Box 37012 Washington, D.C. 20013-7012 Phone: 202-633-3270 TDD: 202-357-1729 Email: [email protected] Web: http://americanhistory.si.edu/archives/rights-and-reproductions Preferred Citation: Stephen Russell, “Interview with Stephen ‘Slug’ Russell,” conducted by Christopher Weaver, January 8, 2017, Video Game Pioneers Oral History Collection, Archives Center, National Museum of American History, Smithsonian Institution, Washington, DC. Acknowledgement: The Smithsonian’s Lemelson Center for the Study of Invention and Innovation gratefully acknowledges financial support from the Entertainment Software Association for this oral history project. For additional information, contact the Archives Center at 202-633-3270 or [email protected] Abstract Stephen Russell begins the oral history by describing early life and education leading up to his arrival at the Massachusetts institute of Technology. Russell then discusses development and evolution of the computer game Spacewar! for the Digital Equipment Corporation PDP-1 computer and his career path from MIT to Harvard to Stanford University. As the informal leader of this pioneering open source coding effort, Russell also highlights the roles of others in the overall development of Spacewar! and the organizational and technical conditions which allowed its development to occur. Additionally, Russell discusses his key influences for creating a physics-based space game and his inclinations towards programming and engineering. About the Interviewer Christopher Weaver is a Distinguished Research Scholar at the Smithsonian’s Lemelson Center for the Study of Invention and Innovation, Distinguished Professor of Computational Media at Wesleyan University and Director of Interactive Simulation for MIT’s AIM Photonics Academy. He has contributed to over twenty-five books and publications and holds patents in telecommunications, software methods, device security, and 3D graphics. The former Director of Technology Forecasting for ABC and Chief Engineer to the Subcommittee on Communications for the US Congress, he also founded the video game company Bethesda Softworks. Weaver is co-director of the Videogame Pioneers Initiative at the National Museum of American History, recording oral histories and developing new applications for interactive media and public education. About the Editor Justin S. Barber provided transcript audit-editing, emendations, and supplementary footnotes to this oral history as part of his broader work into video game history and digital museology. For additional information, contact the Archives Center at 202-633-3270 or [email protected] Table of Contents 8 January 2017 Early influences, education, and experiences 1 MIT, the Model Railroad Club, and The Hingham Institute 10 The Digital Equipment Corporation PDP1 and developing Spacewar! 18 Spacewar!’s influence and popular misconceptions 23 Spacewar! collaborators and contributions, part 1 29 Defining and placing Spacewar! in the history of computer technology 36 The interactive, physical, and technical design of Spacewar! 39 Spacewar! collaborators and contributions, part 2 48 Concluding thoughts and perspectives 54 For additional information, contact the Archives Center at 202-633-3270 or [email protected] 1 Video Game Pioneers Oral History Collection Interviewee: Stephen (Steve) “Slug” Russell Interviewer: Christopher Weaver Date: 8 January 2017 Location: Computer History Museum, Mountain View, California, USA Weaver: Steve, would you please, for the record, tell us your name? Russell: My name is Steve Russell. Actually, my name is Stephen Rundlett Russell. Weaver: Thank you. Russell: And if I want to be really pompous, I could be S. Rundlett Russell. Weaver: Sure, you could. We like that. Russell: [Laughs.] When I was in college at Dartmouth my freshman year, I worked on the radio station, and the juniors and seniors on the radio station decided that I was “Slug.” They would never tell me why, so it’s lost in the mists of history. Weaver: Got it. You’re just identified that way, so I guess you have to live with it. Russell: And when I escaped from college, my friends in Boston knew about it and they started calling me Slug on occasion. When I was writing Spacewar!, I was as much Slug as anybody else. Weaver: Okay. So, given that this is an oral history, we want to start at the beginning and end when we come to the finish, to misquote Alice. What were some aspects of your early life history that you would normally talk about? In other words, where did you grow up? What did you do? That sort of thing. Russell: I grew up—well, I was born in Hartford, Connecticut. I lived there until I was ready for high school in 1949. My folks moved to Mount Vernon, Washington, where my grandfather had a farm, and I went to Mount Vernon High School. I For additional information, contact the Archives Center at 202-633-3270 or [email protected] 2 had actually visited them when I was about three. My uncle had a very tolerant wife who let him fill the living room with model railroads. I’m told I was very impressed. There are some pictures of me lying on the floor looking at the equipment. The next Christmas, my uncle gave me a Lionel train. I liked that, set it up, and over the years grew it larger and larger. I learned about basic electronics mostly from the Lionel train. In 1949, just before we moved out to Washington, I went to visit my uncle George Washington Pierce, who was a professor at Harvard and had done a great deal of work in ultrasonics and acoustics. He took me around to interesting things on the campus, one of which was his attempt to build a clock, a mechanical clock, that was as good as the electronic clocks that he had built. One of the standard crystal circuits is [designated] the Pierce oscillator, and that was George Washington Pierce. That was one of his inventions. Incidentally, he did quite well with patents, and that was what sent me to Dartmouth. Weaver: Talk about that a little more in the sense of what was your relationship with him and how influential was he, because didn’t he also take you to see the Mark I? Russell: Yes, and introduced me to Howard Aiken, who was very professorial and happily demonstrated to me the error detection on Mark I. The output device was several IBM [International Business Machines] electric typewriters, which were set up with contacts so that when the key actually got to the paper, it closed the contact and the electronics knew it had actually done the job. And he demonstrated by putting his fingers in front of the type bars, and an alarm went off and an operator sprang out of a chair, and Professor Aiken said, “It’s all right.” [Laughs.] Weaver: How old were you then? Russell: Twelve. Weaver: That was pretty impressive. Russell: Yes. I was impressed. The Mark I was a very impressive machine because it was all mechanical…electromechanical. The main power distribution was a propeller shaft about this big around. [Russell demonstrates a diameter of about 6 inches with his hands.] It went down the entire length of the machine, about 100 feet or so. I much later learned that the parts that IBM used for the Mark I were basically the parts they used for their high-performance tabulating machine, the IBM 407, so many of the things were the same. One of the features of the 407, and especially Mark I, was they had lots and lots and lots of cams with operating For additional information, contact the Archives Center at 202-633-3270 or [email protected] 3 contacts, demonstrates because part of the design method was to have very fast relays that couldn’t carry much current and have the current controlled by big cams so that the current only flowed when the relays weren’t changing. This led to lots and lots of clocks. An impressive thing is look in the back of the 407 manual and you’ll see a page of timing chart for inputs and another page of timing charts for outputs. It was a very strange style of relay design. Weaver: You talked about when you were younger, getting model trains, so I’m assuming they were the old HO model trains1. Russell: Lionel O-Gauge. Weaver: Yeah, O-Gauge. And that really started your interest in electronics? Russell: Yeah, I got interested in making signals work and getting—Lionel had plenty of accessories that provided some sort of action, so I had a working a semaphore and a few other things. Weaver: So that answers the logical question of why join the Model Railroad Club at MIT [Massachusetts Institute of Technology]. Russell: Yeah. Well, my short-form story is my uncle gave me a Lionel train when I was four, and I’ve never recovered. [Laughs.] Weaver: Okay. Well, we’re going to get back into Model Railroad Club in a minute, but I have a couple of other questions that I think are probably worth going into prior to MIT. You touched on it a little bit, which was “why Dartmouth?” Russell: Well, I got accepted by Dartmouth and MIT, and Dartmouth sounded better.
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